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Worm's Raiment Orbs

Chicharron
Chicharron
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Is there any way to remove the blue orbs? addon or a hidden setting?

They're driving me crazy.

Or which other set i can use for a healer without orbs.

Right now is Olorime + Worms.

Thank you.
  • VilniusNastavnik
    VilniusNastavnik
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    Sanctuary.. mending.. jorvulds.. twilight..

    Note.. sanc will give you green orbs
    Edited by VilniusNastavnik on August 15, 2018 2:29AM
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  • Cryptical
    Cryptical
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    Throw on ebon and hircine veneer for some red and green orb christmas action!
    Xbox NA
  • Grianasteri
    Grianasteri
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    Am I missing something? Id genuinly like help understanding.

    When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.

    4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.

    One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.

    Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.

    I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).
  • zaria
    zaria
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    Am I missing something? Id genuinly like help understanding.

    When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.

    4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.

    One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.

    Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.

    I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).
    In an trial worm is nice, in dungeons not so much.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • robpr
    robpr
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    Cryptical wrote: »
    Throw on ebon and hircine veneer for some red and green orb christmas action!

    +be a DK and cast Cauterize
    +cast Psijic skill 4 times for 4 yellow orbs
    +use Almalexia Lantern memento

    MAXIMUM CHRISTMAS TREE
  • ZonasArch
    ZonasArch
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    robpr wrote: »
    Cryptical wrote: »
    Throw on ebon and hircine veneer for some red and green orb christmas action!

    +be a DK and cast Cauterize
    +cast Psijic skill 4 times for 4 yellow orbs
    +use Almalexia Lantern memento

    MAXIMUM CHRISTMAS TREE

    You have done it before, haven't you? Haha sounds funny. Have you screenshots?
  • Itzmichi
    Itzmichi
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    Sanctuary.. mending.. jorvulds.. twilight..

    Note.. sanc will give you green orbs

    Don't forget Hircine's Veneer, that's actually so many balls it could totally turn your sexuality around.
    Edited by Itzmichi on January 24, 2019 2:12PM
    Here, have a chill pill 💊!
  • Kingslayer513
    Kingslayer513
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    Am I missing something? Id genuinly like help understanding.

    When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.

    4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.

    One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.

    Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.

    I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).

    Well Worms isn't supposed to be used on it's own without other sources of sustain. Healers in raid groups will always be throwing bubbles to help out. If you put the two together then it puts your DDs' sustain in a nice spot, especially in resource intensive trials where they need to throw in some shielding as well. Ideally, your DDs should never have to heavy attack at all, as that's a dps loss.

    A 50k dps magicka damage parse might have a drain of ~1800/s, so 4% cost reduction equates to a 144 mag recovery boost. In endgame where everything is tight and the small differences feel bigger, I'd say that's a tangible sustain boost. And remember, that's a value that scales to every magicka DD in group, which might be 7+. Not saying that Worms is BiS endgame healer gear, but it certainly has its place.
  • Inarre
    Inarre
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    I mean theoretically we could argue most of the sets are negligible. Sanctuary with its radius? Useless in vas hm. But stacked in a group for vcr?

    I think most sets have their place.
    Edited by Inarre on January 24, 2019 2:50PM
  • ankeor
    ankeor
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    Am I missing something? Id genuinly like help understanding.

    When I consider healer sets, Worms Raiment seems negligible, I would rather have plenty other set bonuses that are available.

    4% less magica ability cost? If I use an expensive magica ability of say 4000, I am literally saving 160. Even if we take it over a few rotations, Im barely saving enough to use one extra power.

    One argument follows that over the duration of a boss fight, 4% each stacks up to many thousands. But the reality is that in effect, that is not how it works. Group members do not end up with thousands more magica at their disposal, because the saving on each power, and even over several rotations is negligible. Therefore a greater level of sustain is required, from other sources, to keep using abilities - magica recovery, orbs, heavy attacks etc.

    Im not saying 4% wont come in handy, every little helps. What I am saying is that 4% wont keep a group using abilities, not without significant other sustain in play as well. So why bother, those other sources should be more than enough sustain and if they are not, well then you may be doing something that can be improved upon.

    I'll stick with reliable, useful sets like SPC, Sanctuary, Julianos, Kagranecs etc. (Ive not mentioned trial sets, Olorime supersedes SPC now etc).

    Let's say your mag drain is 1600 per sec as a dd. If there is a Worm set user it should be 1536. 64 less mag drain per sec is equal to 126 mag recovery. For every mag dd in the group. Those numbers can change for tanks and healers.
  • therift
    therift
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    Worm and Mending were once best in slot for Trials healers, and for several patches were 'mandatory' for veteran content.

    The game has changed since then, of course, and other set combinations perform better.

    To answer the original question: no, the glowing orbs are intrinsic to the sets that have them.

    I kind of miss the orbs myself.
  • WrathOfInnos
    WrathOfInnos
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    I believe % cost reduction bonuses are additive too. So it’s 4% off the full cost of the skills used. This theoretical max drain is often around 2500 Mag/s on DPS builds, which means Worm saves 100 Magicka/s.

    It works out to about the same amount of resource support as throwing energy orbs to the entire group every 40s (which is pretty common situation, even though they would ideally be every 20-30s). Really you should use both, but this is a useful comparison for sustain performance vs effort. Simply wearing a set is easier and cheaper than casting an expensive skill 11 times in a trial, and the user also benefits from Worm (you can’t stnergize your own orbs).

    The only time Worm isn’t worth using is if you are in a group with all stamina DPS. Even if it’s just one healer and one Magicka DPS benefitting I think it’s one of the best gear options. Compare it to the Seducer set with 8% cost reduction, the 4% is equivalent if at least 2 people use it, and better if 3 do (it also helps the tank).
  • Grianasteri
    Grianasteri
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    zaria wrote: »
    In an trial worm is nice, in dungeons not so much.

    Yes I hear that, but why, that's what I want to understand.

    For instance, I'd have to use a 3k magica spell about 25 times to make back enough to use it ONE more time from the 4% saving offered by worms.

    So over 4 or 5 rotations or so, I and the other group members may be able to use one extra ability? I just find that so underwhelming. And the point is, whatever the content, dungeon or trial etc, we need much more sustain than that to keep using abilities, that the 4% is negligible in comparison to other set bonuses available.

    Again I am openly saying I may just be missing something.
  • VaranisArano
    VaranisArano
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    zaria wrote: »
    In an trial worm is nice, in dungeons not so much.

    Yes I hear that, but why, that's what I want to understand.

    For instance, I'd have to use a 3k magica spell about 25 times to make back enough to use it ONE more time from the 4% saving offered by worms.

    So over 4 or 5 rotations or so, I and the other group members may be able to use one extra ability? I just find that so underwhelming. And the point is, whatever the content, dungeon or trial etc, we need much more sustain than that to keep using abilities, that the 4% is negligible in comparison to other set bonuses available.

    Again I am openly saying I may just be missing something.

    Its more about opportunity cost at the trials level. Without the Worm Cult buff, you and every other group member that benefits have to build to include that missing equivalent mag regen.

    Then you start to look at how much easier it is for one healer to wear Worms vs everyone adjusting to include that extra mag regen and the benefit the healer gives the grouo from some other set. As mentioned, Worms used to be BIS and mandatory, now ZOS has some other sets that are situationally better in terms of allowing the whole group to min-max for greater performance. Sometimes its better to go with a different set and fill in the missing cost reduction/extra recovery some other way.

    You see a similar principle at work with Ebon Armory. On the face of it, 1k extra health is minor. In practice, it allows every DD in the raid to min-max for damage at the minor cost of one tank wearing a support set.

    Neither Worms not Ebon scales as effectively at the dungeon level. That's because there are less people who benefit vs the opportunity cost of wearing a differest set and also because, frankly, min-maxing is not necessary to complete group dungeons.
  • Grianasteri
    Grianasteri
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    I believe % cost reduction bonuses are additive too. So it’s 4% off the full cost of the skills used. This theoretical max drain is often around 2500 Mag/s on DPS builds, which means Worm saves 100 Magicka/s.

    It works out to about the same amount of resource support as throwing energy orbs to the entire group every 40s (which is pretty common situation, even though they would ideally be every 20-30s). Really you should use both, but this is a useful comparison for sustain performance vs effort. Simply wearing a set is easier and cheaper than casting an expensive skill 11 times in a trial, and the user also benefits from Worm (you can’t stnergize your own orbs).

    The only time Worm isn’t worth using is if you are in a group with all stamina DPS. Even if it’s just one healer and one Magicka DPS benefitting I think it’s one of the best gear options. Compare it to the Seducer set with 8% cost reduction, the 4% is equivalent if at least 2 people use it, and better if 3 do (it also helps the tank).

    Thanks for your thoughtful reply.

    I still cant see how 4% is worth the set bonus compared to alternatives.

    As you have outlined, saving 100 magica from a 2500 magica spell, to me is just pointless. Id have to use 25 such spells before I can use just one more spell from the savings. I can get a ton more than that back from a single heavy attack for instance, which also damages the enemy etc.
    Edited by Grianasteri on January 25, 2019 1:35PM
  • Grianasteri
    Grianasteri
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    Its more about opportunity cost at the trials level. Without the Worm Cult buff, you and every other group member that benefits have to build to include that missing equivalent mag regen.

    Then you start to look at how much easier it is for one healer to wear Worms vs everyone adjusting to include that extra mag regen and the benefit the healer gives the grouo from some other set. As mentioned, Worms used to be BIS and mandatory, now ZOS has some other sets that are situationally better in terms of allowing the whole group to min-max for greater performance. Sometimes its better to go with a different set and fill in the missing cost reduction/extra recovery some other way.

    You see a similar principle at work with Ebon Armory. On the face of it, 1k extra health is minor. In practice, it allows every DD in the raid to min-max for damage at the minor cost of one tank wearing a support set.

    Neither Worms not Ebon scales as effectively at the dungeon level. That's because there are less people who benefit vs the opportunity cost of wearing a differest set and also because, frankly, min-maxing is not necessary to complete group dungeons.

    That is a good explanation of why such a seemingly underwhelming set, is desired by trial groups. Thank you, I've looked around and have not found anything as clear and succinct.

    I can see if an organised guild/trial group was planning a whole 12 person set up for vet runs etc, yes, Worms and other similarly "underwhelming" sets, can be of benefit.

    Personally most (not all) of my builds tend towards self sustain, rather than max/min meta type builds and trials are a small part of my ESO gameplay time. So I feel more comfortable skipping Worms and going for a SPC/Sanctuary set up now. I think its better for me and the guilds/groups I run with and the content Im tackling most of the time.
  • IzzyStardust
    IzzyStardust
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    Sanctuary.. mending.. jorvulds.. twilight..

    Note.. sanc will give you green orbs

    Not twilight - too many other sources of same buff. Basically; if you come to healing trials - you'll kinda have to wear whatever is needed.

    I dislike the green orbs even more *sad*
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